Controlled access layer system and method

ABSTRACT

A controlled access device produces a controlled access layer in a packet switching environment. The device includes a game monitoring system, a plurality of Ethernet ports, an internal switch, and an encoding mechanism. The game monitoring system monitors and manages game accounting data. The plurality of Ethernet ports facilitate data ingress and egress, and are connectable to a distribution switch. The internal switch forwards transmitted data packets from one or more ingress ports to an egress port. The encoding mechanism encodes a first type of data packets with a QoS high packet delivery priority, and encodes a second type of data packets with a QoS lower packet delivery priority.

RELATED APPLICATIONS

This application is a continuation-in-part of U.S. patent applicationSer. No. 10/943,771 filed Sep. 16, 2004, entitled System And Method ForGaming-Content Configuration And Management System, now pending, whichis hereby incorporated herein by reference.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains materialthat is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure, as it appears in the Patent and TrademarkOffice patent files or records, but otherwise reserves all copyrightrights whatsoever.

FIELD OF THE INVENTION

This invention relates generally to a system and method for utilizing acontrolled access device to produce a controlled access layer in apacket switching environment, and more particularly, to a system andmethod for utilizing a controlled access device that encodes specifictypes of data for high priority packet delivery in a controlled accesslayer of a packet switching environment.

BACKGROUND OF THE INVENTION

Today's slot machines have parameters programmed into their code such astheme, percentage, denomination, lines bet, minimum bet, maximum bet,game run time, and the like. Changing any of these parameters requiresnew game code, regulatory approval for the code changes, physicalmovement of machines weighing hundreds of pounds and regulatory approvalfor the move and oversight.

Past methods of changing games on the floor have been manual in nature.As stated above, games and their associated gaming parameters aretypically programmed into EPROMs (Erasable Programmable Read-OnlyMemory) contained within the gaming machines. Accordingly, the changingof games (or modifying gaming parameters) requires the EPROMs to bechanged. Such a procedure involves physically opening the gamingmachines, erasing and reprogramming the code (EPROM), and re-sealing theEPROM if required by the regulatory jurisdiction. This also requires theentire game to be ‘re-optioned’ which is a long, error-prone manualprocess.

Furthermore, gaming machines have operated for the most part asstand-alone devices, at least with respect to non-progressive gaming. Inthis regard, while there may have existed some limited forms ofcommunication or networking, fully-networked data and communicationsystems have not been traditionally implemented. One reason for thislack of fully-networked infrastructure is the difficulty in upgradingsystem infrastructure, due to the constant utilization of a gamingsystem, 24 hours a day, 7 days a week, 365 days a year. For this reasonand others, gaming machines have typically been utilized as separatemachines, which are swapped out or upgraded, but which generally operateautonomously. It would be desirable for gaming machines instead, to beutilized as components of a larger interactive and symphoniousorganizational arrangement. However, many obstacles have made such anarrangement difficult and unwieldy to visualize, let alone implement.

However, the lack of such a system deprives casino owners of bothapparent and actual control over their gaming floors. Further, casinopatrons are limited in the variety and selection of both games, and thegaming parameters within such games, that are available to them. Theselimitations are commonly due to the particularized nature and generallack of customization typically associated with individual gamingmachines. In this regard, casino owners have become aware that by addingadditional features to gaming machines, they may be able to maintain aplayer's attention to the gaming machines for longer periods of time.This, in turn, leads to the player wagering at the gaming machine forlonger periods of time, thereby increasing casino profits.

One technique that has been employed to maintain a player's attention atthe gaming machine has been to provide players with access togambling-related information. Moreover, it would be desirable to providethe player with interactive access to the above information. This typeof interactivity would allow players significantly more flexibility tomake use of the above-described information. The gambling-relatedinformation could also be utilized by the player in a much moreefficient manner. In this regard, greater levels of flexibility andaccess are likely to make a player remain and gamble at the gamingmachine for significantly longer periods of time. Unfortunately, thesystem components that are currently utilized for displaying andaccessing this type of information, such as external keypads and displaymodules, are extremely limited in the functionality and capabilitiesthat they provide, thus limiting the success of their ability tomaintain a player's attention.

As technology advances in the casino gaming environments, the networkarchitecture is moving towards high-speed Ethernet networks (or otherstandard broadband protocol) that replace the previous serial networksand proprietary data acquisition systems. Often, the networkarchitecture in these Ethernet gaming networks has a very controlledaccess layer environment. In this regard, sometimes the networkarchitecture utilizes a layered network topology.

The first or top layer is typically referred to as the core layer, whichis the backbone of the system. In this layer there are usually veryrobust and high-speed switches in a data center environment. Theseswitches can process packets very rapidly. Preferably, only decisionsrelating to packet destination and packet transmission are made in thecore layer.

The next layer, which connects to the core layer, is typically referredto as the distribution layer. The primary job of the distribution layeris aggregation and routing. Often this layer raises the network framesat OSI (Open System Interconnect) layer 2 to routable packets at OSIlayer 3.

The base layer is typically referred to as the access layer. The accesslayer is the starting point for most traffic on the network. The accessor workgroup layer connects users and devices. Important functions ofthe access layer include shared bandwidth, switched bandwidth, MAC-layer(Media Access Control layer) filtering, and micro segmentation. A MACaddress refers to a hardware address that uniquely identifies a node ofa network. The access layer is designed to pass traffic to the networkfor valid network users and to filter traffic that is passed alongthrough the network. Typically, the access layer is the point at whichend users are connected to the network. Additionally, the access layerprovides the means to connect to the devices located in the distributionlayer, as well as providing connections to both local and remotedevices. Security and policy decisions are also made at the access layersince the access layer is the entry point to the network.

The prior data acquisition systems have typically been based on aproprietary network that utilized a serial protocol standard. While thedata rates of such prior systems were relatively slow ((7.2 kbs) incomparison to even the slowest Ethernet speeds (10 Mbs)), these priornetworks were single-use networks with the sole purpose of communicatingthe SDS (Slot Data Systems) information (or other similar gameaccounting information) to and from the floor.

An Ethernet network, having significantly more bandwidth, wouldtypically be utilized as a shared network where the SDS (or othersimilar game accounting protocol) is only an application that runs onthe network along with other applications and servers. Instead ofcontrolling a proprietary network, a prior casino network might even beintegrated into an existing casino Ethernet network.

Typically, the prior serial networks did not support many newtechnologies such as iView devices (i.e., player tracking user interfacedevices), System Gaming, and game downloads. Additional technologies arealso likely to follow once more bandwidth is made available. With thesenew technologies, many of which are bandwidth-intensive, there is agrowing need to ensure that SDS data (or other similar game accountingdata) maintains precedence and consistently arrives at the SDS serverwithout loosing data.

One relevant LAN (local-area network) technology is known as Quality ofService (QoS). This technology allows the network to place certainpackets at a higher priority than other packets to ensure timelydelivery. Normally, networks are “best effort” delivery. QoS adds in theability to prioritize certain packets for a better and more controlleddelivery. Typically, QoS is used is to ensure timely delivery of data inapplications such as a Voice over IP network (VoIP). Instead of the“first-in-first-out,” best effort delivery of many shared networks, QoSensures-timely delivery of data with virtually no packet loss.Similarly, in the casino environment, game accounting data also requiresthat data packets are delivered in a timely fashion with no packet loss.

Referring again to VoIP, since VoIP data (and now streaming video, videoconferencing, and the like) is very sensitive to network delay, underQoS the VoIP packets are given a priority that places the VoIP packetsinto a high priority queue. The high priority queue is serviced untilempty while other less sensitive data waits in another lower priorityqueue or queues. Since technologies like VoIP are industry standards,most switches recognize them and supply a QoS designation to ensure thatVoIP packets take precedence in any communication stream.

Referring again to an access layer of a layered network, it isbeneficial to make policy decisions at the access layer because this isusually the “ingress level.” The ingress level is the point in thesystem where packets enter the network. Accordingly, this is a timelypoint at which to examine the packets and make policy decisions based onthe packet information.

Typically, there are two ways to prioritize data packets using QoS.Using one technique, a QoS aware access switch uses the port location onthe switch to indicate in which port the high priority is located.However, in this scenario, there is nothing to stop personnel fromeither accidentally or intentionally moving the plug to a different portlocation, thus giving whatever is plugged into the high priority portthe highest priority, and giving the intended high priority data thelower priority. This could possibly lead to packet loss of the intendedhigh priority data.

Another technique to supply the QoS information uses a non-controlleddevice but encodes the QoS code into the IP packets of the intended highpriority data. This technique provides the right encoding, but isrequired to be performed in a Controlled Access environment. The problemwith using a non-controlled device stems from the potential for a thirdparty to program their game (or other device) to download packets with ahigh priority QoS code, thus making this game compete for bandwidth withthe intended high priority data. Even if the access switch has thecapabilities to filter and change the QoS information, thisfunctionality is typically related to the port location, and thus,involves the same problems noted above. While some high-end switchesoffer a QoS filter for MAC addresses (the internal address of theEthernet port), this type of filtering presents significant problems andis difficult to administer.

Accordingly, there exists a continuing need for a system or method fornon-industry standard IP communication to be labeled for high qualitydelivery. The preferred embodiments of the system and method describedherein clearly address these and other needs.

SUMMARY OF THE INVENTION

Briefly, and in general terms, the claimed invention resolves the aboveand other problems by providing a configuration and management systemfor monitoring and controlling one or more gaming devices in a gamingsystem on at least one gaming floor. The system includes: one or moregaming devices in a gaming system; a processing and control system; anda server-side, graphical user interface including an interactive map ofthe gaming floor. Preferably, the one or more gaming devices in thegaming system, as well as the processing and control system, areinterconnected via a network. The processing and control system acquiresgaming performance data from the gaming devices in the gaming system.The server-side, graphical user interface includes an interactive map ofthe gaming floor. Additionally, the graphical user interface enablesmonitoring of the gaming performance data from the gaming devices in thegaming system. Further, the graphical user interface enablesconfiguration of multiple gaming platform capabilities, multiple gametitles, and multiple gaming parameters for each gaming devices on thegaming floor. Preferably, the graphical user interface is interconnectedto the processing and control system.

In another preferred embodiment, the network is a packet-basedcommunication network. In one such embodiment, the packet-basedcommunication network comprises an IP-based message set that utilizes aninterface layer between command-driven devices and logical communicationchannels. Continuing, in such an embodiment, the packet-basedcommunication network implements the BOB (best of breed) protocol,SuperSAS protocol, or other similar packet-based protocol (e.g., G2S(Gaming 2 System)).

In another aspect of a preferred embodiment, the gaming devices include,by way of example only, and not by way of limitation: electronic gamingmachines; embedded components, including game monitoring units, andplayer tracking user interfaces; gaming-related signage; and kiosks.Preferably, the gaming systems that are controllable by theconfiguration and management system include casino venues, class IIvenues, and lottery venues. In one aspect of a preferred embodiment, thegaming performance data includes, by way of example only, and not by wayof limitation: coin-in activity, coin-out activity, meters, accountinginformation, security information, and player rating information. Instill another aspect of a preferred embodiment, the gaming platformcapabilities include platform-specific control over functions including,by way of example only, and not by way of limitation: volume settings,speed of play, hopper limits, log access, platform-specific reports, andasset information, including software and hardware bills of material.Preferably, the gaming platforms include, by way of example only, andnot by way of limitation: Alpha, S6000, and Game Maker 2.

Other features and advantages of the claimed invention will becomeapparent from the following detailed description when taken inconjunction with the accompanying drawings, which illustrate by way ofexample, the features of the claimed invention.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a relational diagram of a gaming-contentconfiguration and management system for controlling and managing agaming system that includes gaming devices on a casino floor connectedthrough networking equipment to multiple tiers of servers on the casinobackend, wherein the operators manage the gaming floor from a computervia a graphical user interface;

FIG. 2 illustrates a map of the casino gaming floor via the graphicaluser interface of the gaming-content configuration and managementsystem;

FIG. 3 illustrates another view of a map of the casino gaming floor viathe graphical user interface of the gaming-content configuration andmanagement system;

FIG. 4 illustrates a relational diagram of protocols implemented by agaming-content configuration and management system for controlling andmanaging a gaming system that includes gaming devices on a casino floorconnected through networking equipment to multiple tiers of servers onthe casino backend;

FIG. 5 illustrates a front view of an IP gaming hub, constructed inaccordance with the invention; and

FIG. 6 illustrates an system diagram of IP gaming hubs in an accesslayer connecting to a Distribution Layer and a Core Layer.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Briefly stated, a preferred embodiment of the gaming-contentconfiguration and management system is directed towards configuring andmanaging a scalable number of gaming devices using a centrally-connecteduser interface. The system configures and manages components that aremulti-platform, multi-theme, multi-percentage, and multi-denomination.These gaming devices include, by way of example only, and not by way oflimitation, electronic gaming machines (EGMs); embedded components, suchas GMUs (Game Monitoring Units); and/or player tracking user interfaces(referred to sometimes herein as iView devices or Alpha devices). Suchgaming devices further include any uniquely identifiable entity on thegaming floor, including by way of example only, and not by way oflimitation, gaming-related signage and kiosks.

Referring now to the drawings, wherein like reference numerals denotelike or corresponding parts throughout the drawings, and moreparticularly to FIGS. 1-4, there is shown a preferred embodiment ofgaming-content configuration and management system 10. Specifically,FIGS. 1 and 2 show a gaming-content configuration and management system10 that enables configuration, management, and delivery of content on agame floor 40 from a computer 50 via a graphical user interface 70.

In a preferred embodiment, the system 10 is responsible for theconfiguration, management, and download of code 20 (i.e., content) togaming devices 30 (e.g., gaming machines, gaming machine component,system components, network components, kiosks, signage, gaming-relateddevices, and the like) on the gaming floors 40 of incorporated gamingvenues. Preferably, such gaming venues include casinos, Class II venues,and lottery venues. In one preferred embodiment of the gaming-contentconfiguration and management system 10, gaming machines 30 and systemcomponents are incorporated into a broadband-networked gaming floor 40,instead of operating independently (or quasi-independently) asstand-alone platforms and basic monitoring systems.

As briefly mentioned above, in one preferred embodiment, thegaming-content configuration and management system 10 enables operatorsto manage the gaming floor 40 from a desktop computer 50 (or otherportable computer or hand-held device) via a graphical user interface 70on the computer. Preferably, the gaming-content configuration andmanagement system 10 is capable of administrating gaming floors 40ranging in size from a single slot floor to a worldwide gamingenterprise. In a preferred embodiment, the system 10 administratesgaming devices 30 on floors 40 that are multi-platform 60, multi-theme,multi-percentage, and multi-denomination. Otherwise stated, in such anembodiment, each of the gaming devices 30 (or at least some gamingdevices 30) incorporates multiple game platforms 60, incorporatesmultiple game titles (stored locally or remotely), is capable of beingconfigured to generate multiple different payout percentages, and iscapable of offering multiple different monetary denominations for gameplay. Central management of all these gaming options is enabled from thegraphical user interface 70.

Accordingly, in a preferred embodiment of the gaming-contentconfiguration and management system 10, a graphical user interface 70 isaccessible via a gaming floor operator's computer 50. In such anembodiment, as shown in FIGS. 2 and 3, a graphical user interface 70displays a map 74 of the slot floor 40. Preferably, this map 74 of slotfloor 40 includes multiple selectable layers 80. Gaming-relatedinformation is organized by layer 80; with each layer displaying adifferent category of gaming-related information. In one specific,non-limiting embodiment, a first layer 80 displayed on the graphicaluser interface 70 shows game themes (i.e., game titles) that arecurrently populating the slot floor 40. Preferably, each game theme isemphasized with a distinct color in order to differentiate one gametheme from another game theme. Continuing, in this specific,non-limiting embodiment, a second layer 80 of the map 74 displaysinformation that relates to device volume settings. In this manner, eachlayer 80 displayed on the graphical user interface 70 presents differentgaming-related information including, by way of example only, and not byway of limitation, coin-in activity, coin-out activity, meters, otheraccounting information, security information, and player ratinginformation.

A preferred embodiment of the gaming-content configuration andmanagement system 10 presents customers with a consistent, intuitive,front-end interface 70 to all incorporated gaming devices 30.Preferably, tabs at the bottom of the graphical user interface 70 directthe operator from the configuration manager screen to other screens thatcontrol backside servers and/or services including, by way of exampleonly, and not by way of limitation: MCC server 90, SDG server 92, CMPserver 94, MindPlay server 96, SDS server 98, ACSC server 100, and thelike. In a preferred embodiment, the graphical user interface 70 for thegaming-content configuration and management system 10 is an “entrypoint” (i.e., front-end interface) for all incorporated gaming devices30. As such, the graphical user interface 70 of the gaming-contentconfiguration and management system 10 provides a consistent “look andfeel” for the operator as they use associated products. This same lookand feel of the graphical user interface 70 is expandable over time toinclude various methods of user access to other categories ofinformation, such as accounting, cage, and security across all backoffice servers (e.g., MCC server 90, SDG server 92, CMP server 94,MindPlay server 96, SDS server 98, ACSC server 100, and the like).

Within each gaming platform 60 (e.g., Alpha, S6000, Game Maker 2, EVO3,and the like) the gaming-content configuration and management system 10enables control of game theme (i.e., game title), game percentagepayout, and game denomination. Thus, the configuration and managementsystem 10 is able to control and manage a multi-platform 60,multi-theme, multi-percentage, and multi-denomination gaming floor 40.Additionally, a preferred embodiment of the gaming-content configurationand management system 10 also includes platform-specific control overfunctions such as the volume setting of the device, speed of play,hopper limits, and the like. Moreover, in a preferred embodiment, thesefunctions further include, by way of example only, and not by way oflimitation: access to logs, platform-specific reports, and assetinformation (e.g., software and hardware bills of material).

Thus, the configuration and management system 10 is capable ofcontrolling game selection and gaming-related parameters, as well ascontrolling platform-specific functions. In a preferred embodiment ofthe configuration and management system 10, each gaming platform 60 hasuniquely-controllable configurations, and the system 10 is capable ofproviding configuration and management control specific to each gamingplatform 60. For example, the S6000 platform 60 sets and controlsoptions in a different manner than the Alpha platform 60. In thisregard, an Alpha platform 60 may have multiple methods for optionsetting (e.g., the platform may have a method for setting options forClass II gaming that is different from the method for setting optionsfor Class III gaming). However, the configuration and management system10 is capable of providing configuration and management control specificto each gaming platform 60.

In a preferred embodiment, the gaming-content configuration andmanagement system 10 merges the capabilities of commercial systemmanagement products with the capabilities of commercial operatingsystems (e.g., Linux®, Windows®, or the like). Further, in one preferredembodiment, the gaming-content configuration and management system 10 isutilized in combination with the current SAS protocol, serial-basedcommunication infrastructure. In one such embodiment, the gaming-contentconfiguration and management system 10 employs several previouslyun-implemented poll codes contained in the SAS6.01 protocol. A preferredembodiment of the gaming-content configuration and management system 10,which utilizes this SAS protocol, serial-based communication network,(or similar non-SAS protocol, serial-based communication network) isreferred to as Phase 1 of the configuration and management system 10.

In another preferred embodiment of the gaming-content configuration andmanagement system 10, an IP-based (or other packet-based) communicationnetwork is implemented, which connects the gaming devices 30 in thesystem. An IP-based message set utilizes an interface layer betweencommand-driven devices and logical communication channels. Thisembodiment of the gaming-content configuration and management system 10,which utilizes an IP-based (or other packet-based) network format, isreferred to as Phase 2 of the configuration and management system 10. Inone specific, non-limiting embodiment of a Phase 2 system 10, theSuperSAS protocol is implemented as the communication protocol. Inanother specific, non-limiting embodiment of a Phase 2 system 10, adifferent packet-based protocol (or other event-driven communication) isimplemented as the communication protocol (TCP/IP, Frame Relay, and thelike).

Referring again to Phase I of the gaming-content configuration andmanagement system 10, in one preferred embodiment, the system modifiesvarious platforms 60 (Alpha, S6000, GameMaker2) to enable selection ofgame theme (i.e., game title), game payout percentage, and game playdenominations through the use of SAS6.01 commands. This configurationprocess enables platform-specific control over specific platformcapabilities including, by way of example only, and not by way oflimitation: volume setting of the device, speed of play, hopper limits,and the like.

In a preferred embodiment of Phase 1 of the gaming-content configurationand management system 10, the system identifies the configuration andcontrol capabilities available in each gaming device 30, and targetsthose controllable capabilities remotely using the SAS6 protocol (orother non-SAS serial-based protocol). After identifying and targetingthe available configuration and control capabilities, this protocolenables an administrator to configure and manage the existing systems,networks, gaming devices 30, and platforms 60 (e.g., NT+, Gearbox,MC250,GameNet, Alpha, Game Maker II, S6000, Mcc-Axiomtek, and SDG gamecontroller).

Preferably, in the Phase 1 version of the gaming-content configurationand management system 10, the SAS6 configuration control “long polls”are implemented on all platforms 60. Additionally, any integratednetworks and systems are modified to send these poll codes. Further, thegraphic user interface 70 in the system 10 is configured to controlthese poll codes.

Specifically, targeted SAS6 poll codes include, by way of example only,and not by way of limitation: (A) Shutdown (lock out play); (B) Startup(enable play); (C) Sound off (all sounds disabled); (D) Sound on (allsounds enabled); (E) Reel spin sound disabled; (F) Enable bill acceptor;(G) Disable bill acceptor; (H) Configure bill denomination; (I)Enable/disable game n; (J) Set sound volume; (K) Play sound; (L)Enable/disable real time reporting; (M) Send gaming machine ID# andinformation; (N) ROM signature verification; (O) Send EFT log; (P) Sendcurrent hopper status; (Q) Send total number of games implemented; (R)Send game n configuration; (S) Send SAS version ID, gaming serial no.;(T) Send selected game number; (U) Send enabled game numbers; (V) Sendauthentication info; (W) Send current date and time; (X) Receive generalASCII message; (Y) Simulate user input; (Z) Send enabled features; (AA)Send cash out limit; (BB) Enable/disable game auto rebet; (CC) Sendextended game n info; (DD) Send enabled player denominations; and (EE)Send extended game n info. Additionally, there are SAS general pollexception commands, such as: (A) Operator changed options (configurationoptions); (B) System validation request; and (C) Game locked.

Referring now to Phase 2 of the gaming-content configuration andmanagement system 10, the Phase 2 system transitions from using SAS6protocols (or other serial-based network format) to instead utilizingbroadband communications (e.g., Ethernet, TCP/IP, or other packet-basednetwork format). The Phase 2 of the gaming-content configuration andmanagement system 10 also enables: (1) Web-based communications (e.g.,BOB, SuperSAS, G2S, and the like), (2) access to logs and reportsspecific to the platform, and (3) downloading of new code andadvertising content. Preferably, a SMS (Systems Management Server)client agent is also added to the platforms 60 in Phase 2 of thegaming-content configuration and management system 10.

In another aspect of a preferred embodiment, Phase 2 of thegaming-content configuration and management system 10 also includes thecontrol and auditing of system configurations. For example, thereporting and settings options in a SDS server 98 are typicallydifferent than settings options in an MCC server 90, SDG server 92, orACSC server 100. However, a preferred embodiment of the gaming-contentconfiguration and management system 10 is able to control and audit eachof these system configurations. In another aspect of a preferredembodiment, an iView device 30 is controlled by the gaming-contentconfiguration and management system 10, which has setup and controloptions that are unique in each of the NT, Kontron board, and Mccimplementation.

In a preferred embodiment of the gaming-content configuration andmanagement system 10, platforms 60 include Ethernet hardware, TCP/IPstacks, http stacks, SOAP (or the proprietary layer SuperSAS), and XMLhandling capability. Preferably, system management client agents foreach platform and each system are employed. In one preferred embodiment,these elements are added to each platform and are “hooked” into theplatform code in order to tie XML messages to game logic. In anotheraspect of one preferred embodiment that utilizes on Alpha platform 60, aSMS client for Linux is implemented in order to support the Alphaplatform.

Referring again more specifically to FIGS. 2 and 3, in a preferredembodiment of the gaming-content configuration and management system 10,the graphical user interface 70 displays the slot floor (or multipleslot floors) to the gaming floor administrators on their computers 50.Specifically, the graphical user interface 70 preferably presents a map74 of the gaming floor and incorporates the use of selectable layers 80(for organizing information) and colors (for emphasizing information).The layers 80 are selectable in order to present various types ofinformation by layer, including by way of example only, and not by wayof information: occupancy, level of handle, sound level, heat,accounting, and performance measurements.

In one preferred embodiment, the graphical user interface 70 is extendedto incorporate all user input screens. In this manner, users have aconsistent “front-end” experience when working with any of the includeduser input screens, such as for the cage, accounting, security, and thelike.

In one preferred embodiment of the Phase 1 system 10, informationobtained from gaming devices 30 on the floor by the SAS6 protocol (orother suitable protocol) is translated by the graphical user interface70 into a multi-dimensional graphic form that includes geographiclocation (e.g., country, state facility, slot floor position, and thelike) and value (e.g., hi, lo, medium, empty, full, and the like) whichare preferably represented by different colors. As mentioned above, in apreferred embodiment, the graphical user interface 70 includesinformation on available game themes, game payout percentages, andavailable game play denominations. Further, the graphical user interface70 not only displays this information, but also enables an operator toconfigure the gaming devices 30 on the gaming floor remotely from acomputer 50 via the graphical user interface. In this manner, thegraphical user interface 70 enables an operator to select a singlegaming device 30, or a group of gaming devices 30, and change theirconfiguration (theme, percentage, denomination, and the like).Additionally, the graphical user interface 70 preferably enables thescheduling of changes. Other configuration setting provided by SAS6 (orother suitable protocol) and the platforms 60 are also presentable andconfigurable, via the graphical user interface 70.

In a preferred embodiment, the graphical user interface 70 of the Phase1 system 10 is an analysis program that provides front-end, userinterface functionality including, by way of example only, and not byway of limitation: data analysis tools, scheduling capabilities, andmessaging resources for sending messages back to the slot system. Incomparison, the graphical user interface 70 of the Phase 2 system 10adds links into each of the expanded back office server offerings (e.g.,MCC server 90, SDG server 92, CMP server 94, MindPlay server 96, SDSserver 98, ACSC server 100, and the like), as well as network managementcapabilities. This graphical user interface 70 also enables expansion toother applications. Otherwise stated, the graphical user interface 70 ofthe Phase 2 system 10 becomes a “portal” through which casino executiveshave access to all properties services. In one specific, non-limitingpreferred embodiment, a first tab is associated with slot flooranalysis; a second tab is associated with network management (linkingthe user to a network management software application such as HPOpenView); a third tab is associated with whichever expanded systemofferings (i.e., back office servers) the customer has implemented onthe slot floor system (e.g., MCC server 90, SDG server 92, CMP server94, MindPlay server 96, SDS server 98, ACSC server 100, and the like);and a fourth tab is associated with CMP (or SMS) for player marketing.In one preferred embodiment, the graphical user interface 70 is furtherexpandable to include hospitality and POS links.

In a preferred embodiment, the gaming-content configuration andmanagement system 10 performs content management of game code, data, andconfiguration. A preferred embodiment of a gaming-content configurationand management system 10 accommodates slot floor (or entire corporateorganization) having from hundreds to tens of thousands of gamingdevices 30. Further, a preferred system 10 is capable of controlling andmanaging multiple platforms 60 from multiple platform manufacturers.Additionally, a preferred system 10 is capable of controlling andmanaging multiple themes (i.e., game titles) on each platform 60.Moreover, a preferred system 10 is capable of controlling and managingmultiple percentages and multiple denominations for each theme. In apreferred embodiment, each combination of“company/location/cabinet/theme/percentage/denomination” is definedherein as a gaming combination. In a preferred embodiment of agaming-content configuration and management system 10, each gamingcombination has a configuration that needs to be stored, monitored, andmanaged. Additionally, each gaming combination that is controlled andmanaged by the system 10 has associated configurations, assets, andlogs. All of this data is stored and organized by the system 10 toprovide users, regulators, and company personnel with access,management, and control capabilities.

In a preferred embodiment of the gaming-content configuration andmanagement system 10, the process for signing content 20 is supportedthrough the use of the SAS6 protocol (or other similar protocol).Preferably, the process for signing content 20 leverages thecapabilities of the iView content signing procedures. Additionally, in apreferred embodiment of the gaming-content configuration and managementsystem 10, a directory structure and filing system is implemented forgame theme tables, platform options settings (configuration), and accesslogs that are enabled in SAS6. In one preferred embodiment, MicrosoftSharepoint Server is utilized as the directory structure and filingsystem. Preferably, Microsoft Server 2003 (or higher) is the serveroperating system (OS) for the gaming-content configuration andmanagement system 10.

In a preferred embodiment of the Phase 2 system 10, all content 20(e.g., platform OS code, game theme code, platformoptions-configuration, logs by cabinet, advertising content-skins, andthe like) is securely stored at a level sufficient to satisfy gamingregulators. These security measures include, by way of example only, andnot by way of limitation, physical security requirements, accessrequirements, logging requirements, and update requirements. In apreferred embodiment of the Phase 2 system 10, the procedure forauthenticating code 20 with gaming regulations is to require a server tomeet the same compliance requirement as a gaming device 30. In thismanner, the server (and contained code) is subject to correspondinggaming device regulations. For content 20 such as options-configurationsand advertising content (e.g., skins), an authentication procedure isimplemented that links the production of new content into storage andsubsequent authentication signing.

In another aspect of a preferred embodiment, the gaming-contentconfiguration and management system 10 further includes a distributionmanagement component. Briefly stated, the distribution managementcomponent transmits bulk data from a backend server to the gaming floor.Movement of large files to particular platforms 60 on the floor must beperformed without disrupting the primary use of the gaming floor (i.e.,making money through the support of gaming-related transactions). Thus,large files of bulk data are moved “in the background” over otherwiseunused network bandwidth so as not to adversely affect gaming-relatedtransactions.

Accordingly, in a preferred embodiment of the gaming-contentconfiguration and management system 10, platforms 60 (i.e., clients) andsystems (i.e., servers) are capable of downloading large files of bulkdata while game play is in progress. Preferably, this download processis schedule-able and monitor-able using the distribution managementcomponent. Typically, downloading of large files (or upload of largefiles such as logs) takes a large amount of time (on the order of hours,days, or long periods of time). In a preferred embodiment, the downloadis performed at the request of the client (i.e., the platform 60). Assuch, the client and network load combine to determine the proper timeand speed for a download (or upload) to take place. In a preferredembodiment of the gaming-content configuration and management system 10,the server accommodates download scheduling, ensures minimal bandwidthimpact, enables progress reporting, and guarantees delivery, as well assetup and management of the download (or upload) process.

In a preferred embodiment of the Phase 1 system 10, floor control islimited to the configuration changes that are possible through SAS (orother equivalent protocol). As such there is no additional distributionmanagement functionality in the Phase I system 10. However, thebroadband networking utilized in a preferred embodiment of the Phase 2system 10 does implement distribution management features. In onepreferred embodiment, when the content 20 is stored on alterable media(e.g., a local hard drive, FLASH memory, and the like) in the platform60 (Alpha, iView, Game Maker II, G2S, and the like), command protocolssuch as GSA BOB v1.01 can be used for enabling and disabling gamingcombination. In one preferred embodiment of the Phase 2 system 10,operators are able to modify these configuration elements (i.e., gamingcombinations) in real time. In one specific, non-limiting embodiment,the server communicates in the GSA BOB v1.01 command protocol to theslot floor.

Continuing, in a preferred embodiment of the gaming-contentconfiguration and management system 10, distribution managementincludes, by way of example only, and not by way of limitation: (1) theact of downloading new advertising content 20 to an iView device 30 orgaming platform 60 (2) sending down code 20 or operating system updates,and (3) sending down a new game theme (i.e., game title). New gamethemes are typically large files that can range from around 400Kilo-bytes to over 4 Giga-bytes in size. Code updates are typicallysmaller files that range from around 20 Kilo-bytes to 400 Mega-bytes insize.

In one specific, non-limiting embodiment, a slot director uses thegaming-content configuration and management system 10 to schedule adownload (or upload) and check on the progress of the download. Forexample, in one scenario, the system 10 rolls out a large new game themeacross a casino floor to several hundred cabinets 30 over several days.Downloading such a game theme “in the background” to a gaming machinefulfills Class III regulations, provided that (1) the content 20 isdownloaded into an “escrow” area where the content cannot affect gameplay, and (2) an authentication process is performed on thenewly-downloaded content. In some situations, installation and use ofthe downloaded theme/content 20 may require physical intervention, aninitiating event, and/or approval to fulfill Class III regulations(e.g., using a key switch, BKEY, or the like), depending upon thejurisdiction.

In one preferred embodiment, an initiating event includes, by way ofexample only, and not by way of limitation: (1) no credits on the gamemeters, (2) no activity at the game, game play, button pushes, card-ins,printing, and the like, (3) a period of time with no activity at thegame, (e.g., 5 minutes, 10 minutes, or the like), (4) a key insertion orcard insertion by an employee, (5) accessing of a special setup screenon the game by an authorized person, (6) touching a button or activationpoint on the screen in response to a message saying the new code isready to load, (7) a button push or activation by an operator on thecasino backend, (8) a tie-in to a video system to confirm there is noplayer at the game and the initiation can take place, (9) a biometricentry at the game or at the system that authorizes initiation of thecode, and (10) a key opening and BKEY (electronic key) entry toauthorize installation or reconfiguration of the software.

In one preferred embodiment of the gaming-content configuration andmanagement system 10, the distribution management is performed usingMicrosoft SMS on the server, iView device 30, and Game Maker II. Inanother preferred embodiment, WBEM (Web Based Enterprise Management) isimplemented, which provides an open-source option for LINUX, AIX, UNIX,AS400, and homegrown clients. The distribution management abilities ofthe configuration and management system 10 enable other gamemanufacturers or system manufacturers to be monitored and controlled bythe management server of the system 10, which is typically required forlottery and casino monitoring systems. Additionally, the distributionmanagement client software utilized in the system 10 is adaptable and/oraccessible to other manufacturers.

As mentioned above, in a preferred embodiment of the system 10, a keyfeature of distribution management is to ensure availability of thenetwork for gaming transactions (i.e., device management may notdominate the bandwidth of the network). Another important aspect of apreferred embodiment is flexibility in the deployment of distributionmanagement system and scalability of the system. Otherwise stated, theability to use the same distribution management system in multiplesituations. Such situations include, by way of example only, and not byway of limitation: (1) a point-to-point distribution managementsituation in which a laptop (or other portable computing device)connects to a single device 30 or a small number of devices; (2) aproperty-based distribution management situation in which the managementserver controls a single property (with anywhere from 100 to 30,000devices 30 in a local installation), and (3) a wide area networkdistribution management situation in which hundreds to thousands ofdevices 30 are connected over a combination broadband network and/ordial-up facilities.

In one preferred embodiment of the gaming-content configuration andmanagement system 10, the data transport is a switched, managed IPnetwork of at least 100 Mbps. Preferably, each endpoint in the networkis monitor-able and controllable. With respect to another preferredembodiment, the distribution management system operates over a datatransport based upon POTS (plain old telephone system).

Referring now to another aspect of the gaming-content configuration andmanagement system 10, the device management component is the clientcompanion component to the distribution management component discussedabove. One preferred embodiment, the system 10 utilizes a commonserver-based distribution engine that communicates with a wide range of“clients” including, by way of example only, and not by way oflimitation: the LINUX-based Alpha platform; the CE-based iView platform;the XPe based Game Maker II platform; and other proprietary platformoperating systems (e.g., QNX, home grown, and the like). The devicemanagement component of gaming-content configuration and managementsystem 10, also includes systems products, including by way of exampleonly, and not by way of limitation: Windows server, AIX, UNIX and AS400.

In one preferred embodiment, since the Phase 1 system 10 enables floorcontrol through configuration changes in SAS protocol (or otherequivalent protocol), all current platforms 60 are configured to respondto these SAS poll codes. As such, in the Phase 1 system 10 poll codesare implemented and/or modified in their response as needed.

Referring now to the Phase 2 system 10, in one preferred embodimentMicrosoft SMS provides all of the necessary client components. Inanother preferred embodiment, WBEM (Web Based Enterprise Management) isimplemented, which provides an open-source option for LINUX, AIX, UNIX,and AS400 clients.

In preferred embodiments of the gaming-content configuration andmanagement system 10, the network infrastructure differs depending onwhether Phase 1 or Phase 2 of the system is being implemented. In apreferred embodiment of the Phase 1 system 10, the system is implementedover existing networks using SAS poll codes (or another equivalentprotocol). In a preferred embodiment of the Phase 2 system 10, thesystem is implemented over a broadband network and employs new messageprotocols (e.g., BOB, SuperSAS, G2S, or the like). In one preferredembodiment, the network is constructed using copper or fiber optics.Additionally, the network may include wireless, VPN, and/or long-haulcomponents. In a preferred embodiment, the system 10 uses afully-switched network in which each port (down to the individualterminal 30, game, platform 60, and/or iView device 30) is monitored andcontrolled.

Due to increasing threats from hacking and other security issues, gamingregulations in Class 3 jurisdictions dictate the use of strongcryptographic authentication of code running on gaming platforms. Assuch, a preferred embodiment of the gaming-content configuration andmanagement system 10 has adopted cryptography and security standards inorder to help ensure operational efficiency and inter-operability withother products. In this regard, PKI (public key infrastructure) is theroot of a common, systematic approach to security and authentication forthe configuration and management system 10. In a preferred embodiment,code 20 is signed and authenticated on platforms 60 using a rootauthority with subsidiaries that meet the highest cryptographicstandards and employ industry standards.

Referring now to FIGS. 1 and 4, the iView device 30 of a preferredembodiment of the gaming-content configuration and management system 10is shown. Prior to the advent of the iView device (described above),gaming regulators would have been unwilling to allow casino operators todesign their own content. However, due to the cryptographic technologyimplemented by the embedded processor in the iView device 30, acertification process is provided by the system 10 with sufficientsecurity for gaming regulators to allow casino operators to design theirown content. Specifically, in one preferred embodiment, thecertification process offered ensures authentication and non-repudiationof the casino operator designed web content. Preferably, in theconfiguration and management system 10, the certification processprovided further ensures auditability and traceability. Variouscryptographic technologies, such as authentication and non-repudiation(described herein below), are utilized in preferred embodiments of theclaimed invention, to provide sufficient security for gaming regulatorsto allow casino operators to design their own content.

In one preferred embodiment, this certification process is used tocertify “signed content” (created by the casino owners) in the samemanner that a “signed program” is certified. Preferably, PKI (Public KeyInfrastructure) is utilized in the certification process. PKI is asystem of digital certificates, Certificate Authorities, and otherregistration authorities that verify authenticity and validity. In onepreferred embodiment, a “new tier” or derivative PKI is created that isrooted in the primary PKI and that leverages the capabilities of thecertificate (e.g., a x509 certificate) that allow for limited access.Thus, this preferred embodiment allows the attributes within thecertificate to be used to provide “levels” of code access and acceptancein the gaming industry.

In one embodiment, the content is protected by digital signatureverification using DSA (Digital Signature Algorithm) or RSA(Rivest-Shamir-Adleman) technology. In this regard, the content ispreferably protected using digital signature verification so that anyunauthorized changes are easily identifiable. A digital signature is thedigital equivalent of a handwritten signature in that it binds a trustedauthority's identity to a piece of information. A digital signaturescheme typically consists of a signature creation algorithm and anassociated verification algorithm. The digital signature creationalgorithm is used to produce a digital signature. The digital signatureverification algorithm is used to verify that a digital signature isauthentic (i.e., that it was indeed created by the specified entity). Inanother embodiment, the content is protected using other suitabletechnology.

In one preferred embodiment, a Secure Hash Function-1 (SHA-1), orbetter, is used to compute a 160-bit hash value from the data content orfirmware contents. This 160-bit hash value, which is also called anabbreviated bit string, is then processed to create a signature of thegame data using a one-way, private signature key technique, calledDigital Signature Algorithm (DSA). The DSA uses a private key of aprivate key/public key pair, and randomly or pseudo-randomly generatedintegers, to produce a 320-bit signature of the 160-bit hash value ofthe data content or firmware contents. This signature is stored in thedatabase in addition to the identification number.

In another preferred embodiment, the claimed invention utilizes aMessage Authentication Code (MAC). A Message Authentication Code is aspecific type of message digest in which a secret key is included, aspart of the fingerprint. Whereas a normal digest consists of a hash(data), the MAC consists of a hash (key+data). Thus, a MAC is a bitstring that is a function of both data (either plaintext or ciphertext)and a secret key. A Message Authentication Code is attached to data inorder to allow data authentication. Further, a MAC may be used tosimultaneously verify both the data integrity and the authenticity of amessage. Typically, a Message Authentication Code (MAC) is a one-wayhash function that takes as input both a symmetric key and some data. Asymmetric-key algorithm is an algorithm for cryptography that uses thesame cryptographic key to encrypt and decrypt the message.

A Message Authentication Code can be generated faster than using digitalsignature verification technology; however, a Message AuthenticationCode is not as robust as digital signature verification technology.Thus, when speed of processing is critical, the use of a MessageAuthentication Code provides an advantage, because it can be created andstored more rapidly than digital signature verification technology.

In one preferred embodiment, the authentication technique utilized is aBKEY (electronic key) device. A BKEY is an electronic identifier that istied to a particular trusted authority. In this manner, any adding,accessing, or modification of content that is made using a BKEY forauthentication is linked to the specific trusted authority to which thatBKEY is associated. Accordingly, an audit trail is thereby establishedfor regulators and/or other entities that require this kind of data orsystem authentication.

Another preferred embodiment of the verification system utilizes“component bindings” for verification using cryptographic security. Incomponent binding, some components come equipped with unalterable serialnumbers. Additionally, components such as web content or the gamecabinet may also be given another random identification number by theowner. Other components in the system, such as the CMOS memory in themotherboard, the hard drive, and the non-volatile RAM, are also issuedrandom identification numbers. When all or some of these numbers aresecured together collectively in a grouping, this protected grouping isreferred to as a “binding.” Each component of the machine contains itsportion of the binding.

In one such preferred embodiment, every critical log entry made to thecontent is signed with a Hashed Message Authorization Code (HMAC) thatis based on the entry itself, and on the individual binding codes. Inthis manner, the security produced by the bindings ensures that logentries that are made cannot be falsified or repudiated.

After the critical gaming and/or system components are selected, givenindividual identifiers, and combined into a protected grouping that issecured using the component “bindings,” any changes to those componentswill then be detected, authorized, and logged. For example, contentwithin the binding is digitally signed (SHA-1) using the key derivedfrom the bindings. This signature is verified whenever an entry is madeto a component within the binding. If the signature is wrong, thissecurity violation and the violator are noted, but typically the entryis not prohibited. In other embodiments, the entry may be prohibited aswell. Thus, the component binding produces a cryptographic audit trailof the trusted authority making changes to any of the components withinthe binding.

Moreover, bindings ensure that the critical components of a gamingmachine system, or the content utilized therein, that have been selectedto be components within the binding have not been swapped or altered inan unauthorized manner. Preferably, bindings use unique identificationnumbers that are assigned to vital parts of the gaming platformincluding, by way of example only, and not by way of limitation: thecabinet, motherboard, specific software, non-volatile RAM card, content(data), and hard drive. These identification numbers combined in acryptographic manner to form a “binding” that protects and virtuallyencloses the included components, such that no component within thebinding can be modified, removed, or replaced without creating an audittrail and requiring authentication. Thus, for one of these componentswithin the binding to be changed, appropriate authentication is requiredand a log file entry is made documenting the activity and the identityof the trusted authority making the change. In one preferred embodiment,a specific level of BKEY clearance or classification is required to makespecific changes.

As briefly described above, gaming devices 30 also includes signage andkiosks, in addition to gaming machines, GMUs, and iView devices. In thisregard, gaming-related signage relates to advertising signage that istypically in a reconfigurable electronic format. In this context,gaming-related kiosks are machines that provide gaming-related servicebut do not provide actual game play itself. Gaming-related kiosks mayinclude both patron-oriented services and maintenance-oriented features.In one embodiment, patron-oriented services include the ability to signon to rewards services, view account status and history, redeem payouttickets and promotional “comps,” request help from an attendant, orderdrinks, make dinner reservations, reserve taxis, purchase show tickets,conduct banking transactions, and the like. Maintenance-orientedfeatures include providing information such as coin-in, coin-out,malfunctions, jackpots, tilt conditions, game software version, and thelike.

As described below, an iView device is an embedded additional userinterface, which is preferably integrated into a gaming machine and actsto increase user excitement by providing a richer gaming experience. Anembedded additional user interface provides enhanced player satisfactionand excitement, as well as improved gaming device reliability,interactivity, flexibility, security, and accountability. The userinterface is sometimes referred to herein as “additional” in that theuser interface is separate from the gaming screen (or other gamingpresentation). Further, the user interface is sometimes referred toherein as “embedded” in that the user interface includes its ownprocessor in some preferred embodiments.

In one preferred embodiment, the gaming-content configuration andmanagement system 10 contains a datastore that includes, by way ofexample only, and not by way of limitation: a relational database,object database, a flat file, an ASCII list, registry entries, an XMLfile, a “collection” (i.e., in a SQL (structured query language)environment, a collection of parameter defined data in an objectdatabase), or any other type of commonly known data listing. In such apreferred embodiment, the computer datastore enables the system 10 tosort gaming devices 30 by feature, whether the gaming devices areelectronic gaming machines (EGMs), GMUs, iViews (embedded additionaluser interfaces), or any other uniquely identifiable entity on thegaming floor. In one aspect of a preferred embodiment, the gamingdevices 30 being tracked and/or sorted include a download feature thatis sortable according to: (a) the make/model of the gaming device thatthe download feature is associated therewith, (b) the device's hardwarerevision, (c) the device's firmware revision, (d) the physical locationof the gaming device on the property, (e) zoning of the gaming device(e.g., high roller zone), (f) game type (e.g., mechanical, electrical,dual screen, and the like), (g) dynamic gaming state or state change(e.g., payout, malfunction, “game in use,” offline, tilt, jackpot mode,turned off, authentication failure, security breach, downloadingcontent, installing content, and the like), (h) IP (Internet Protocol)address or (i) other suitable sorting feature, such as MAC addresses.

In one exemplary embodiment, all gaming devices 30 in a particular groupcan then be targeted for a specific code download. Accordingly, in onespecific embodiment, all GMUs with a particular code revision can beidentified and upgraded while those GMUs outside of the group areignored. In another example, all iView devices installed into gamingmachines that are located in a particular physical location on theproperty (i.e., a particular bank of games) are identified, and receivedownloaded content which is then authenticated, after which they arereconfigured. Meanwhile, all of the iView devices outside of thatgrouping are ignored.

As mentioned above, the computer datastore of the gaming-contentconfiguration and management system 10 is capable of utilizing thesesorting and grouping capabilities for the purpose of inventorymanagement. In this regard, a property (e.g. casino) is able to maintainup-to-date information on gaming floor inventory for a multitude ofinventory parameters. These inventory parameters include, by way ofexample only, and not by way of limitation, the name of the iViewdevice, the hardware revision of the iView device, the firmware revisionof the iView device, the content of the iView device, the make/model ofthe GMU, the hardware revision of the GMU, the firmware revision of theGMU, the make/model of the gaming machine, the hardware revision of thegaming machine, the firmware revision of the gaming machine, and thephysical location of the gaming machine.

In one preferred embodiment, the gaming-content configuration andmanagement system 10 either queries the datastore containing all of thegaming device inventory data. The gaming-content configuration andmanagement system 10 then sorts the data according to one or moreuser-input parameters. After the sorting has occurred, the user can, forexample, download new content 20 to the iView devices, once the deviceshave been identified and targeted.

In a preferred embodiment of the gaming-content configuration andmanagement system 10, since the device data resides on a centralcomputer datastore, standard binary datastore searches can be performedto produce specifically desired reports. However, in one preferredembodiment, a distributed datastore is used instead of a centralizeddatastore. In one particular example, an analyst may be interested inthe effectiveness of one piece of content (content X) compared toanother piece of content (content Y) in a particular brand of gamingmachine. Using the configuration and management system 10, the analystcan perform a datastore query on various parameters of the gamingdevices, for example, the “coin-in” count on all Blazing 7's stylegaming machines with iView gaming devices running content version X andcontent version Y. In this manner, the configuration and managementsystem 10 enables specialty reporting, efficiency analysis, and gamingdevice management with a level of organization and simplicity that wasnever before possible.

In another preferred embodiment, the standard binary datastore searchesare performed to produce other specifically desired reports, such aspredictive analysis and yield management. In one embodiment, the yieldmanagement data includes projection data calculated based on one or morefactors related to use of one or more gaming machines. For example, inone preferred embodiment, the yield management data includes game playprojection data, machine usage projection data, and/or income projectiondata calculated based historical game play data for the one or moregaming machines. In one preferred embodiment, the calculations areperformed using linear regression analysis. In another preferredembodiment, the calculations are performed using a neural network. Inone embodiment, yield management data is used to determine one or morebonuses.

A preferred embodiment of the gaming-content configuration andmanagement system 10 incorporates a yield management feature for thepurpose of optimizing floor drop using configuration control over slotmachines. The yield management feature of the configuration andmanagement system 10 implements configuration control by settingoptionable parameters including, by way of example only, and not by wayof limitation: wager, theme, percentage and time in play. The analysisand predictive results are displayed using the graphical user interface70 presents a map 74 of the gaming floor, preferably, with click andgrab ease of planning and scheduling new gaming configurations.

A preferred embodiment of the gaming-content configuration andmanagement system 10 provides automation and future-looking guidance toslot directors in configuring parameters for slot machines in order tooptimize floor drop over some period of time: hour, day, week, month,year using inputs, including by way of example only, and not by way oflimitation: accounting, time of day, civic, news and entertainmentevents, and player status.

As mentioned above, a preferred embodiment of the gaming-contentconfiguration and management system 10 includes a graphical userinterface 70 to simplify the use of these complex tools. The graphicaluser interface 70 presents a map 74 of the gaming floor that makes theyield management results clear and comprehensible to those not highlyskilled in the art of yield management. Further, the graphical userinterface 70 of the gaming-content configuration and management system10 accepts input to the yield management feature, thereby allowing acasino operator the personalized control to manage the yield managementprocess in the most logical/understandable/comprehensive manner. Theinput parameters and requirement for the graphical user interface 70 arealso configured to be allowable subject to the gaming regulations forthe relevant jurisdiction.

A preferred embodiment of the gaming-content configuration andmanagement system 10 is able to analyze, automate, schedule, and controlthe options, operation, and configuration for thousands of machines. Theconfiguration and management system 10 is capable of providing thiscontrol from a single property to many properties that may span states,countries, and even throughout the world. Preferably, a map 74 ispresented via the graphical use interface 70 of the system 10, which isused to present information to a casino administrator in an easilyunderstandable format. In this manner, a casino administrator is able tosee historical results and then schedule changes in the slot floor usingthe map 74, presented via the graphical use interface 70.

In one preferred embodiment, the configuration and management system 10is capable of applying the yield management feature to an individualplayer. In another aspect of a preferred embodiment, the configurationand management system 10 utilizes two forms of yield management incombination (i.e., physical groupings combined with individual playerperformance and monitoring).

In one preferred embodiment, yield management feature of theconfiguration and management system 10 is configured to optimize casinoprofitability. In one specific, non-limiting preferred embodiment,casino profitability is represented by the formula:${CP} = {\sum\limits_{time}\left( {{OP} - {OE}} \right)}$Where:

-   -   CP=Casino Profit    -   OP=Operations Profit    -   OE=Operations Expenses

Additionally, in one preferred embodiment of the configuration andmanagement system 10, time is a variable in yield managementcalculations. Further, it should be noted that operational expenses areincluded in the above casino profitability formula. In a preferredembodiment, many aspects of operations performance are captured in thesystems and messages. An additional aspect of the configuration andmanagement system 10 involves applying yield management principles tooperational efficiency issues, thereby further increasing casinoprofitability.

In a preferred embodiment, each element of the operations profit formula(shown below) can be broken down and the principles of yield managementapplied. For the casino slot floor the operations profit, OP, can bebroken into:${OP} = {\sum\limits_{time}\left( {{POSP} + {SFD}} \right)}$Where:

-   -   POSP=Point Of Sale Profit (includes hotel, retail, food and        beverage and entertainment)    -   SFD=Slot Floor Drop    -   Continuing:        ${SFD} = {\sum\limits_{time}{\left( {{PL} - {promotions}} \right)({RETURNVISIT})}}$        Where:    -   RETURNVISIT=probability that the player will return to the        casino.    -   PL=Player Loss    -   Promotions=marketing money the casino contributes to player        kickbacks, comps, and system games.    -   Still continuing:    -   PL=ST*GCT*HPC*WAGER        Where:    -   ST=time the player spends at the slot machine, i.e., seat time    -   GCT=Game Cycle Time    -   HPC=Hold Percentage for the game    -   Further continuing:    -   WAGER=LINESBET*CREDITS*DENOM        Where:    -   LINESBET is the number of lines on which the player is betting.    -   CREDITS is the number of credits the player chooses to bet.    -   DENOM is denomination, i.e., the worth of an individual credit.

It should be noted that LINESBET, CREDITS, and DENOM can each be set toa minimum and are option-able parameters. As such, LINESBET, CREDITS,and DENOM are each under yield management control. Interestingly,changes in parameters within the PL (Player Loss) formula above can havea significant effect. Even if PL (Player Loss) is held constant, otherelement can still be modified within the formula. For example, GCT (GameCycle Time) could be reduced by half while ST (Seat Time) is doubled. Inthis scenario, the player spends much more time at the game.Accordingly, such a players' chances of winning a progressive or systemgame are increased. Continuing this example, during slow times for thecasino the above-described configuration change provides a method forthe casino operator to enhance the attractiveness of the games toplayers without adversely compromising player loss or modifyingprogressive rules or systems games. The capability of the configurationand management system 10 provides a distinct advantage over prior gamingsystems, in that no regulatory review of “new game rules” (i.e., newgame configuration) is required.

A preferred embodiment of the configuration and management system 10includes the capability to link the above-described changes to marketingprograms such as mailings, advertisements, phone calls, other marketingmethods, and the like. In addition, configuration and management system10 includes a linkage to system game operation and individual yieldmanagement, as described above.

In one preferred embodiment of the configuration and management system10, the yield management feature of the system 10 includes the abilityto advertise, annunciate, and/or otherwise alert the player that yieldmanagement configuration change has occurred. Otherwise stated, in onespecific, non-limiting embodiment, when the player sits at a gamingmachine and is identified, the configuration and management system 10annunciates to the player, “you are at 98% payback.” In one preferredembodiment, such an announcement is made and maintained for the playerto observe through at least one game cycle.

In another aspect of a preferred embodiment of the configuration andmanagement system 10, the yield management parameter modifications areapplied interactively as the casino operates. For example, in onespecific, non-limiting embodiment, every fifteen minutes, the “forwardlooking” algorithms for yield management operation note that aparticular carousel is being heavily played. In such an embodiment,yield management parameters (e.g., minimum bet and the like) are thenimmediately modified on those gaming cabinets (in the carousel) that arenot currently in play. Thus, any new players joining the “hot” carouselare joining into game play that has had “tighter” yield managementparameters applied. Accordingly, in such an example, those gamingpatrons already on the “hot” carousel who have been a part of creatingthe “hot” feeling are at an advantage to those players joining later.

Likewise, in another specific, non-limiting embodiment, if the“forward-looking” algorithms for yield management operation detect thata carousel is “cooling,” then yield management parameters (e.g.,denomination and the like) can be immediately lowered or modified forALL players. In this manner, those loyal players receive the same rewardas new players joining the “action.” Moreover, from a regulatorystandpoint, relaxing yield management parameters on players during agaming session is viewed far less restrictively than tightening yieldmanagement parameters on players during a gaming session. In thisregard, in one preferred embodiment, tightening yield managementparameters on players requires at least an announcement (and possiblyactive acceptance of the modifications by the player), and more commonlyinstituting the above configuration changes between player sessions.

In a preferred embodiment of the configuration and management system 10,the yield management feature necessitates an audio and/or visualannouncement to the players that yield management parameters have beenchanged. In this regard, parameter changes in the players' favor may bedisplayed on the game screen, presented in the systems interface(iView-type device), announced by sound and/or the like. As explainedabove, parameter changes that are not in the players' favor (i.e.,changes that tighten yield management parameters on the players)typically require higher levels of announcement to the players andpossibly active acceptance of the modifications by the players.

Referring again to the formula above, slot floor drop, the parameterRETURNVISIT (probability that the player will return to the casino) is asignificant term. In a preferred embodiment of the configuration andmanagement system 10, yield management accounts for the importance ofmaximizing the RETURNVISIT probability, while at the same timemaximizing SFD (Slot Floor Drop, i.e., the money collected). In apreferred embodiment of the system 10, a balance between these twoelements is significant, and advantageously, is customizable by a casinoadministrator through the use of the yield management feature of theconfiguration and management system 10.

In a preferred embodiment of the system 10, the yield management featureenables cyclic patterns to be identified in order to both increaseoperator profitability and optimize player satisfaction, and thus returnvisits. Such factors, which are examined by the yield management featurein determining such cycles include, by way of example only, and not byway of limitation: demographics, weather, and entertainment events. In apreferred embodiment of the system 10, use of the yield managementfeature enables casinos that have implemented the system 10 to provide amuch more personalized and individualized gaming experience.

In another aspect of a preferred embodiment of the system 10, the yieldmanagement feature combines individual player performance over time withgross property-wide yield management information. This combination giveseach player their own unique play characteristics. In this regard,individualized characterization, control, and promotion are prominentfeatures of such an embodiment. By combining yield management withplayer information, the system 10 enables customization of the gameofferings specific to that customer.

Thus, in one specific, non-limiting embodiment, if a game cabinet holdsfifteen game themes (i.e., game titles), only those game themes that theyield management predicts are most attractive to the player will bepresented. Preferably, this extends to new game offerings as well, sothat when new game themes are introduced, the yield management featurepredicts if a particular player might like this new game theme, providesthat game theme to the player, and announces to the player the existenceof the new game theme. Additionally, as described above, parameters suchas wager, game cycle time, and percentage can be set by the system 10,based upon player characteristics and overall yield managementparameters.

In another specific, non-limiting embodiment of the configuration andmanagement system 10, if the “forward-looking” yield managementalgorithms predict over 80% occupancy then GCT (game cycle time) isreduced, thereby increasing profitability. Moreover, if indications arethat occupancy will remain over 80%, then yield management can move toadjusting WAGER to higher minimums. In one preferred embodiment, thisadjustment might take the form of changing minimum lines, minimumcredits, or denomination. As described above, the yield managementfeature of the configuration and management system 10 has a wide area ofvariables for affecting and adjusting slot floor profit.

In a preferred embodiment, the yield management aspect of theconfiguration and management system 10, coordinates game performancedata from multiple input sources into an analytic engine. The sourcesinclude, by way of example only, and not by way of limitation: (1) slotdata accounting, (2) multi-game cabinet accounting, (3) player trackingdata, comps, (4) hotel, (5) point of sale system data, (6) location, (7)game mix nearby, (8) entertainment data, (9) weather, (10) off site usergroup demographic data, and (11) grouping of players, including themonitoring of those groups and presentation of bonusing specific to thatgroup.

In accordance with a preferred embodiment of the system 10, theregulatory rules that allow control over gaming devices by electronicmeans are (1) GLI-21, and (2) NVGCB Proposed System Based and SystemSupported gaming regulations. Gaming devices with one or more modifiableparameters affecting yield management calculations include, by way ofexample only, and not by way of limitation: (1) theme, (2) wager (a)minimum bet, (b) maximum bet, (c) minimum lines bet, and (d)denomination, (3) percentage, and (4) play time, (a) spin cycle time,and (b) bonus round time.

In a preferred embodiment of the system 10, the uses of the yieldanalysis feature, include by way of example only, and not by way oflimitation: system-games, gaming user groups, casino gaming areas,casinos and multi-property gaming, base game play of relatingsystem-games, and modification of system-game operation for optimizationof overall property profitability. In another aspect of a preferredembodiment of the system 10, the yield analysis feature includespredictive analysis engine for optimizing any desirable parameter (e.g.,drop or occupancy during some future time). In one preferred embodimentof the system 10, the yield analysis feature includes an automationsystem for aiding and advising slot floor managers in the optimalconfiguration of a casino floor, including individual parameterizationof slot machines.

A preferred embodiment of the yield management aspect of the system 10is directed towards manipulation of gaming device parameters including,by way of example only, and not by way of limitation: wager, theme,percentage, and time in play to provide optimal casino profitabilitybased upon predictive modeling. Additionally, in another aspect of apreferred embodiment, predictive modeling includes parameters related toplayer, property occupancy, time of day, week, month, year, events,weather, demographics, and other similar parameters.

Another preferred embodiment of the yield management aspect of thesystem 10 is directed towards linkage of yield management manipulationof gaming devices 30 with player-targeted marketing, includingadvertisements and inducements from casino to patrons. Still anotherpreferred embodiment the yield management aspect of the system 10 isdirected towards notifying a player for at least one game cycle that ayield management parameter has been modified on the gaming device beingused by the player. Moreover, yet another preferred embodiment the yieldmanagement aspect of the system 10 is directed towards a system 10configured to combine message set capability with game design, whereinthe game design enables capturing, analyzing, and reporting onindividual machine, machine grouping, as well as individual player andplayer grouping performance over time.

Referring now to FIG. 5, a preferred embodiment of an IP gaming hub 200is utilized as a controlled access device that includes a gamemonitoring system 210, an internal Ethernet switch 220, and a pluralityof ports 230. A game monitoring system 210 has the functionality of aGMU, as described above. Typically, a GMU is an in-cabinet device thatconnects the internal components of gaming devices to the network. Inone preferred embodiment, the IP gaming hub 200 can be embodied as anadvanced Mastercom type of the device (but incorporating many additionaltypes of functionality beyond that of prior Mastercom devices), as soldby Bally Gaming of Las Vegas Nev.

Preferably, the internal Ethernet switch 220 is not controlled by portlocation. In one preferred embodiment, the IP gaming hub 200 includes a6-port Ethernet switch 220. Preferably, one of the ports 230 is theuplink port (in QoS vernacular, the “egress port”). Continuing, in sucha preferred embodiment, four of the ports 230 are used to connect to anyEthernet device within the game cabinet. These ports 230 are connectableto the game motherboard, iView-type devices, Alpha-type devices, and thelike. Typically, the last of the ports 230 is used internally for SNMP(Simple Network Management Protocol) and formation of the GMU/SDS datapackets. Simple Network Management Protocol is a method for a networkdevice to communicate management and error information to a remoteserver. SNMP can also be used to query a device for information aboutthe device. The SNMP protocol can support monitoring of network-attacheddevices for any conditions that warrant administrative attention. One ofordinary skill in the art will appreciate that other standard broadbandprotocols, networks, switches, and ports, may be substituted forEthernet in other embodiments of the invention.

As shown in FIG. 6, the network includes a core layer 301 over adistribution layer 302 above an access layer 303. The core layer 301serves as a gateway between the servers and the gaming devices. The corelayer 301 is contemplated to be a so-called “back end” layer thatresides in an administrative location, separate from the gaming floor,for example, and protected physically and electronically.

The distribution layer 302 serves to collect traffic between the corelayer 301 and the access layer 303. The distribution layer may comprisetrunks and switches that route message and signal traffic through thenetwork. The access layer 303 provides a physical interface between thegaming machines (and any of their associated devices) and the rest ofthe network. In one preferred embodiment, this is done via managedswitches.

In another aspect of a preferred embodiment, the core layer 301 includesone or more servers that are coupled via a communication path to one ormore switches. In one embodiment, the servers and switches of the corelayer 301 are located within the gaming establishment premises in asecure administrative area. The servers may, but are not required to be,game servers. The communication path may be hardwire (e.g., copper),fiber, wireless, microwave, or any other suitable communication paththat may be protected from attack.

The distribution layer 302 communicates with the core layer 301 via highbandwidth communications links. These links may be copper, fiber, or anyother suitable link. If desired, redundant links may be built into thesystem to provide more failsafe operation. The communications linkscouple the core layer switches to the distribution layer switches.

In another aspect of a preferred embodiment, the distribution layer 302communicates with the access layer 303 via a high capacity communicationlink. The link may be wire, fiber, wireless, or any other suitablecommunication link. In the embodiment, the communication link is coupledto a gaming carousel that comprises a plurality of gaming machines. Amanaged switch is coupled to the link to provide an interface switch toa plurality of other managed switches.

In one embodiment of the gaming network, the network uses TCP/IPsessions between the gaming machines and the servers. The TCP/IPsessions are used to exchange private information concerning gameoperations, game performance, network management, patron information,revised game code, accounting information, and other sensitiveinformation. In one embodiment, sessions may be a single message andacknowledgement, or the sessions may be an extended interactive,multiple transaction session. Other instantiations may include UDP/IP,token ring, MQ, and the like.

Moreover, the gaming network may use a number of network services foradministration and operation. Dynamic Host Configuration Protocol (DHCP)allows central management and assignment of IP addresses within thegaming network. The dynamic assignment of IP addresses is used in oneembodiment instead of statically assigned IP addresses for each networkcomponent. A DNS (domain name service) is used to translate between thedomain names and the IP addresses of network components and services.DNS servers are well known in the art and are used to resolve the domainnames to IP addresses on the Internet.

Similarly, Network Time Protocol (NTP) is used to synchronize timereferences within the network components for security and auditactivities. It is important to have a consistent and synchronized clockso that the order and the timing of transactions within the gamingnetwork can be known with reliability and certainty. Network informationcan be gathered centrally at a single workstation by using the RemoteMonitoring (RMON) protocol. SNMP (simple network management protocol)allows network management components to remotely manage hosts on thenetwork, thus providing scalability. Still further, TFTP (trivial filetransfer protocol) is used by servers to boot or download code tonetwork components.

In one embodiment, the network may be implemented using the IPv6protocol designed by the IETF (Internet Engineering Task Force). Whenusing IPv6, the network may take advantage of the Quality of Service(QoS) features available with IPv6. QoS refers to the ability of anetwork to provide a guaranteed level of service (e.g., transmissionrate, loss rate, minimum bandwidth, packet delay, and the like). QoS maybe used as an additional security feature in that certain transactionsmay request a certain QoS as a rule or pursuant to some schedule.

Referring again to FIG. 5, in a preferred embodiment, all of the ports230 are internal to the IP gaming hub 200, which enables total controlof the ports and a QoS (or other packet delivery prioritizingtechnology) encoding mechanism 240. As identified above, the SDS datapackets are programmatically encoded with a specific QoS high prioritylevel (or other packet delivery prioritizing technology), while all theother data packets are programmatically encoded with a lower prioritylevel (e.g., zero) as the data passes into the downlink port (ingress)and moves to the uplink port (egress). This procedure ensures that theSDS data (or other specifically designated game accounting data) isencoded with a QoS high priority level (or other packet deliveryprioritizing technology) at the inception of the packets on the network.Preferably, all of the other ports 230 are set to zero.

In another embodiment the QoS priority level of packets from the ingressports may be programmatically encoded with a lower priority by hardwarelocated at the egress port rather than by the switch hardware directlyat the ingress ports. This allows the use of any available switchingcircuit whether or not it has the built-in capability of re-marking thepriority of ingress packets.

In one preferred embodiment the configuration of the packet QoS encodingmethodology in IP gaming hub 200 is administered through the use of anSNMP server located at the core layer of the network. This server allowson-the-fly adjustment of the encoding scheme to which the devices thatattach to the ports 230 receive high-priority switching. This server mayalso be used as an access manager for devices attached to the ports 230to make requests to be treated as high-priority traffic. In thisimplementation, a device that is authorized to transmit high-prioritytraffic but that is currently being treated as a low-priority device,may dynamically request that its data transmissions be re-prioritized toa different priority level.

In a preferred embodiment, as a result of the SDS data (or otherspecifically designated game accounting data) being encoded within theIP gaming hub 200, there is no possibility of personnel eitherintentionally or accidentally plugging cables into the incorrect ports230, since all the cables plugging into the IP gaming hub 200 have thesame priority (e.g. zero or other low priority). In one preferredembodiment of the IP gaming hub 200, the SDS data packets always go outfirst before any data from the ingress ports due to the QoS high packetdelivery priority encoding that is implemented on the internal switch220.

In a preferred embodiment, the uplink (or egress) port 230 of the IPgaming hub 200 connects to a QoS-enabled switch in a carousel. Thisinternal switch 220 has the ability to take the data from its ingressports 230 and move them to the egress port 230 (i.e., the uplink to theDistribution Layer devices), using QoS prioritizing techniques, thusensuring that the high priority QoS-encoded packets are passed first.Having the controlled switch 220 located within the IP gaming hub 200also provides the ability to extract other information from thecontrolled layer environment. For example, in some embodiments, the IPgaming hub 200 is capable of supplying information about the motherboardand other elements within the cabinet, as well as their relationshipwith the GMU.

In a preferred embodiment, the controlled ingress system built into theIP gaming hub 200 ensures that the SDS data packets on a shared Ethernetnetwork have correct (i.e. high delivery priority) QoS encoding andensures that the other ports in the cabinet are set to a standard bestdelivery encoding (e.g. zero or other low priority). This configurationalso presents a suitable cabling configuration since multiple Ethernetports 230 are accommodated within a cabinet. Accordingly, the multipleEthernet ports 230 are all accommodated by the IP gaming hub 200 whilehaving only a single wire leave the cabinet. In a preferred embodiment,the Ethernet switches that are utilized are QoS aware.

In one preferred embodiment, these Ethernet switches 220 are connectedto a distribution switch in a nearby closet (or other suitable location)and use a QoS encoder 240 to ensure the high priority delivery of theSDS data. In one preferred embodiment, the distribution switch is set to“trust” and uses the QoS encoding that is conveyed by the uplink switchin the carousel. Using the QoS delivery prioritizing informationsupplied in the IP packets, the packets are moved from the ingress ports(all the carousel switches) to the egress port, which is preferably agigabit Ethernet connection to the core switch, as shown in FIG. 6.

Referring now to the data flowing from the SDS servers 260 back to thegame units, as shown in FIG. 6, the Core Layer switch preferably knowswhere the SDS servers are attached. Preferably, the switch is in acontrolled IT area. In another aspect of one preferred embodiment, theQoS encoding is applied to any packets sent out from the SDS servers 260and entering the core switch on their assigned port, thereby ensuringthat the same delivery priority that is used on the incoming data fromthe SDS servers is replicated on any outgoing data.

In one preferred embodiment, the IP gaming hub 200 is an 802.1x enabledsmart device (using extensible authentication protocol) that isintelligent enough to perform an 802.1x secure authentication procedure.802.1x is a methodology typically used for securing a carousel switch(i.e., locking down the switch), so that only allow approved devices canaccess a port on the switch. Specifically, 802.1x is an IEEE standardfor network access control. 802.1x keeps a network port disconnecteduntil authentication is completed. Depending on the results, the port iseither made available to the user, or the user is denied access to thenetwork.

802.1x provides an authentication framework, allowing a user to beauthenticated by a central authority. 802.1x uses an existing protocol,the Extensible Authentication Protocol (EAP, RFC 2284), that works onEthernet, Token Ring, or wireless LANs, for message exchange during theauthentication process. The device that contains usernames and passwordsand authorizes the access-requesting device is the “authenticationserver.” The authentication server may use the Remote AuthenticationDial-In User Service (RADIUS), although 802.1x does not require it.

Although the invention has been described in language specific tocomputer structural features, methodological acts, and bycomputer-readable media, it is to be understood that the inventiondefined in the appended claims is not necessarily limited to thespecific structures, acts, or media described. Therefore, the specificstructural features, acts and mediums are disclosed as exemplaryembodiments implementing the claimed invention.

Furthermore, the various embodiments described above are provided by wayof illustration only and should not be construed to limit the invention.Those skilled in the art will readily recognize various modificationsand changes that may be made to the claimed invention without followingthe example embodiments and applications illustrated and describedherein, and without departing from the true spirit and scope of theclaimed invention, which is set forth in the following claims.

1. A controlled access device for producing a controlled access layer ina packet switching environment, the device comprising: a game monitoringdevice; a plurality of Ethernet ports for transmitting data packets,wherein the plurality of Ethernet ports are connectable to adistribution switch; an internal switch, wherein the internal switchforwards transmitted data packets from one or more ingress ports to anegress port; and an encoding mechanism, wherein the encoding mechanismencodes a first type of data packets with a QoS high packet deliverypriority, and wherein the encoding mechanism encodes a second type ofdata packets with a QoS lower packet delivery priority.
 2. The system ofclaim 1, wherein the first type of data packets comprise casino gameaccounting data packets.
 3. The device of claim 1, wherein the firsttype of data packets comprise Slot Data Systems data packets.
 4. Thedevice of claim 1, wherein the second type of data packets comprisenon-casino game accounting data packets.
 5. The device of claim 1,wherein the second type of data packets comprise non-Slot Data Systemsdata packets.
 6. The device of claim 1, wherein the packet deliverypriority is controlled at an ingress level.
 7. The device of claim 1,wherein the data packets are encoded with packet delivery priorityinformation at the inception of the packets on the network.
 8. Thedevice of claim 1, wherein the encoded packet delivery priorityinformation enables guaranteed latency levels.
 9. The device of claim 1,wherein the system utilizes asynchronous transfer mode.
 10. The deviceof claim 1, wherein internal switch is not controlled by port location.11. The device of claim 1, wherein all of the first type of data packetsare forwarded before any of the second type of data packets areforwarded.
 12. The device of claim 1, wherein the first type of datapackets are generated by the controlled access device.
 13. The device ofclaim 1, wherein the second type of data packets are received throughthe ingress ports.
 14. The device of claim 1, wherein the internalswitch enables QoS packet delivery priority information to be filteredand changed, thereby preventing the second type of data packets whicharrive through the ingress ports from having an unacceptable QoS highpacket delivery priority encoding after passing through the switch. 15.The device of claim 1, wherein the device utilizes an 802.1x secureauthentication procedure.
 16. The device of claim 1, wherein the deviceenables real time adjustment from a remote location of the packetdelivery priority encoded onto different data types by the device.
 17. Acontrolled access system for producing a controlled access layer in apacket switching environment, the system comprising: a game monitoringsystem; a plurality of Ethernet ports for transmitting data packets,wherein the plurality of Ethernet ports include at least one ingressport and at least one egress port; an internal switch, wherein theinternal switch forwards transmitted data packets from at least oneingress port to at least one egress port; and an encoding system,wherein the encoding mechanism encodes a first type of data packets witha high packet delivery priority, and wherein the encoding mechanismencodes a second type of data packets with a lower packet deliverypriority.
 18. The system of claim 17, wherein the first type of datapackets comprise casino game accounting data packets.
 19. The system ofclaim 17, wherein the first type of data packets comprise Slot DataSystems data packets.
 20. The system of claim 17, wherein the secondtype of data packets comprise non-casino game accounting data packets.21. The system of claim 17, wherein the second type of data packetscomprise non-Slot Data Systems data packets.
 22. The system of claim 17,wherein the packet delivery priority is controlled at an ingress level.23. The system of claim 17, wherein the data packets are encoded withpacket delivery priority information at the inception of the packets onthe network.
 24. The system of claim 17, wherein the encoded packetdelivery priority information enables guaranteed latency levels.
 25. Thesystem of claim 17, wherein the system utilizes asynchronous transfermode.
 26. The system of claim 17, wherein internal switch is notcontrolled by port location.
 27. The system of claim 17, wherein all ofthe first type of data packets are forwarded before any of the secondtype of data packets are forwarded.
 28. The system of claim 17, whereinthe first type of data packets are generated by the controlled accesssystem.
 29. The system of claim 17, wherein the second type of datapackets are received through the ingress ports.
 30. The system of claim17, wherein the internal switch enables packet delivery priorityinformation to be filtered and changed, thereby preventing the secondtype of data packets which arrive through the ingress ports from havingan unacceptable high packet delivery priority encoding after passingthrough the switch.
 31. The system of claim 17, wherein the systemutilizes an 802.1x secure authentication procedure.
 32. The system ofclaim 17, wherein the system enables real time adjustment from a remotelocation of the packet delivery priority encoded onto different datatypes by the system.
 33. A method for producing a controlled accesslayer in a casino gaming environment using a controlled access devicethat includes a game monitoring device, a plurality of Ethernet ports,and an internal switch, the method comprising: receiving data packetsthrough at least one ingress port; identifying game accounting datapackets, if present, and identifying non-game accounting data packets,if present; encoding the game accounting data packets with a high packetdelivery priority, and the encoding the non-game accounting data packetswith a lower packet delivery priority; and forwarding the encoded datapackets through an egress port.
 34. The method of claim 33, wherein thegame accounting data packets comprise casino game accounting datapackets.
 35. The method of claim 33, wherein the game accounting datapackets comprise Slot Data Systems data packets.
 36. The method of claim33, wherein the non-game accounting data packets comprise non-casinogame accounting data packets.
 37. The method of claim 33, wherein thenon-game accounting data packets comprise non-Slot Data Systems datapackets.
 38. The method of claim 33, wherein the packet deliverypriority is controlled at an ingress level.
 39. The method of claim 33,wherein the data packets are encoded with packet delivery priorityinformation at the inception of the packets on the network.
 40. Themethod of claim 33, wherein the encoded packet delivery priorityinformation enables guaranteed latency levels.
 41. The method of claim33, wherein the method utilizes asynchronous transfer mode.
 42. Themethod of claim 33, wherein internal switch is not controlled by portlocation.
 43. The method of claim 33, wherein all of the game accountingdata packets are forwarded before any of the non-game accounting datapackets are forwarded.
 44. The method of claim 33, wherein gameaccounting data packets are generated by the controlled access device.45. The method of claim 33, wherein non-game accounting data packets arereceived through the ingress ports.
 46. The method of claim 33, whereinthe internal switch enables packet delivery priority information to befiltered and changed, thereby preventing the non-game accounting datapackets which arrive through the ingress ports from having a high packetdelivery priority encoding after passing through the switch.
 47. Themethod of claim 33, further comprising: utilizing an 802.1x secureauthentication procedure.
 48. The method of claim 33, furthercomprising: enabling real time adjustment from a remote location of thepacket delivery priority encoded onto different data types.
 49. A methodfor producing a controlled access layer in a packet switchingenvironment using a controlled access device that includes a gamemonitoring device, a plurality of Ethernet ports, and an internalswitch, the method comprising: implementing an 802.1x secureauthentication procedure in the controlled access device; receiving datapackets through at least one ingress port; identifying a first type ofdata packets, if present, and identifying a second type of data packets,if present; encoding the first type of data packets with a high packetdelivery priority, and the encoding the second type of data packets witha lower packet delivery priority; and forwarding the encoded datapackets through an egress port.
 50. The method of claim 49, wherein thefirst type of data packets comprise casino game accounting data packets.51. The method of claim 49, wherein the first type of data packetscomprise Slot Data Systems data packets.
 52. The method of claim 49,wherein the second type of data packets comprise non-casino gameaccounting data packets.
 53. The method of claim 49, wherein the secondtype of data packets comprise non-Slot Data Systems data packets. 54.The method of claim 49, wherein the packet delivery priority iscontrolled at an ingress level.
 55. The method of claim 49, wherein thedata packets are encoded with packet delivery priority information atthe inception of the packets on the network.
 56. The method of claim 49,wherein the encoded packet delivery priority information enablesguaranteed latency levels.
 57. The method of claim 49, wherein themethod utilizes asynchronous transfer mode.
 58. The method of claim 49,wherein internal switch is not controlled by port location.
 59. Themethod of claim 49, wherein all of the game accounting data packets areforwarded before any of the non-game accounting data packets areforwarded.
 60. The method of claim 49, wherein game accounting datapackets are generated by the controlled access device.
 61. The method ofclaim 49, wherein non-game accounting data packets are received throughthe ingress ports.
 62. The method of claim 49, wherein the internalswitch enables packet delivery priority information to be filtered andchanged, thereby preventing the non-game accounting data packets whicharrive through the ingress ports from having a high packet deliverypriority encoding after passing through the switch.
 63. The method ofclaim 49, further comprising: enabling real time adjustment from aremote location of the packet delivery priority encoded onto differentdata types.
 64. A controlled access system for producing a controlledaccess layer in a packet switching environment over a casino gamingnetwork, the system comprising: a game monitoring system, wherein thegame monitoring system monitors and manages casino game accounting data,and wherein the game monitoring system connects internal components of acasino game to the casino gaming network via the controlled accesssystem; a plurality of Ethernet ports, wherein the plurality of Ethernetports transmits casino game accounting data, and wherein the pluralityof Ethernet ports include at least one ingress port and at least oneegress port; an internal switch, wherein the internal switch forwardstransmitted data packets from at least one ingress port to at least oneegress port; and an encoding mechanism that generates casino gameaccounting data packets, encodes a casino game accounting data packetswith a high packet delivery priority, and encodes a non-casino gameaccounting data packets with a lower packet delivery priority.
 65. Acontrolled access system for producing a controlled access layer in apacket switching environment, the system comprising: a plurality ofEthernet ports for transmitting data packets, wherein the plurality ofEthernet ports include at least one ingress port and at least one egressport, and wherein the system utilizes an 802.1x secure authenticationprocedure; an internal switch, wherein the internal switch forwardstransmitted data packets from at least one ingress port to at least oneegress port; and an encoding system, wherein the encoding mechanismencodes a first type of data packets with a high packet deliverypriority, and wherein the encoding mechanism encodes a second type ofdata packets with a lower packet delivery priority.